So I made a custom blueprint, where a ship gets Rapid Reload without me having to design it myself. I reach the ship design in game, and it gives me the ship, except without Rapid Reload.
I then set the ship's Blueprint so that KineticAugment1 (Rapid Reload) is a required item. Now the ship doesn't appear in game at all.
I set the base game's Frigate-L to not be AI-only so I could use it with my custom faction, and that doesn't appear in game, because KineticAugment1 is a required element in that blueprint.
Yes, I have the technology to make it, because I can tell the game to add the part manually, but if I tell a blueprint to use it, none of them work. I've even started seeing the AI use their AI-only Augmented blueprints, and I know this because of the names and description text, and they don't even have their augments! I'll submit a ticket with save + XMLs tomorrow.
Update: GYX-321-65657
Cause turns out to be the fact that ComponentClassDefs.xml has all the Primary Stats of all the augments wrong. Soon as those are corrected, the blueprints work and the AI uses them.
Great job! yet another reason the AI is so militarily inefficient. One down....too many more to go...
Yup, I found this one and put out a little patch/fix https://forums.galciv3.com/467065/page/1/#3568838 for it a while back.
In the previous dev stream Paul said this had been fixed for 1.10, but its not in the optin.
Because of your fix, I have uncovered another issue that might need fixing: the -L blueprints are all awful because they lack defenses, but the AI loves to spam them because their threat is so high. Additionally, the Cruiser-L doesn't even have an augment attached to it!
There are many great features available to you once you register, including:
Sign in or Create Account